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Mednafen 0.9.16-WIP [message #1996] Sat, 01 January 2011 00:37 Go to next message
Administrator  [PM]


Mednafen 0.9.17 is available



This release renames a lot of settings, but the old setting names can still be used in the configuration file(will be replaced by the new setting name on Mednafen exit) and on the command line. See the ChangeLog for a full list of renamed settings.

The "dfmd5", "filesys.*_samedir", and "snapname" settings have been removed. Use the replacement "filesys.fname_*" format-string settings(see documentation) to achieve similar functionality if desired.

Custom palette/colormap related settings have all been removed, in favor of automatically loading modulenamehere.pal(IE "nes.pal", "pce.pal", "gba.pal") from the "palettes" directory under the Mednafen base directory.

QuickTime movie recording has been added. Pass for example "-qtrecord /path/to/whatever.mov" on the command line to record a movie. If the target file already exists, it will not be overwritten, and Mednafen will error out on startup. Three lossless codecs are supported, see "qtrecord.vcodec" in the documentation. The old "MMM" custom-format recording and playback code has been removed.

NES VS Unisystem palettes have been updated.

PCE VDC emulation has been altered a bit, particularly in regards to wait states and line horizontal timing versus hsync input. "Star Breaker" no longer crashes when leaving the town.

PCE emulation now synchronizes and updates physical device input mid-frame. This allows for slightly lower latency in certain games, and makes "Takeda Shingen" playable.

Keyboard latency has been reduced by 1 video frame in the context of virtual device emulation(IE command key/hotkey latency is unaffected).

SNES input latency has been reduced by 1 video frame.


Refer to the ChangeLog for a complete(more or less) list of changes.

[Updated on: Fri, 14 November 2014 21:53]

Re: Mednafen 0.9.16-WIP [message #1997 is a reply to message #1996 ] Sat, 01 January 2011 00:57 Go to previous messageGo to next message
Administrator  [PM]
Does anyone have enough time to run through the PC Engine/TurboGrafx 16 HuCard and CD game library and see which games have problems with this WIP?

Problems like screen bounciness, graphics corruption, blatantly obvious sound glitches, outright crashing, etc. Minor stuff like single flickering lines isn't as important, but still could be useful to know for reference and future testing. If there seems to be an abnormally high number of problems(say due to an unnoticed regression), you can stop until the underlying regression can be fixed.

If a HuCard game doesn't start up at all, though, it's probably a bad bitswapped dump. Also, try to take care that CD rips used are of high quality(IE not ripped by questionable ripping software and not converted from MP3 files, etc).

[Updated on: Sat, 01 January 2011 01:02]

Re: Mednafen 0.9.16-WIP [message #2000 is a reply to message #1996 ] Sat, 01 January 2011 17:29 Go to previous messageGo to next message
safaribans  [PM]
A really fantastic release.

Tested under Debian Squeeze i386:

PCE CD

Shadow.Of.The.Beast.(J)
Ys.Book.I.&.II(US)
Double Dragon II (J)
Beyond Shadowgate (ICOM Simulations 1993) [NTSC-U] [TGXCD1048]
Y's III - Wanderers From Y's
Dracula X
Downtown_Nekketsu_Monogatari_(NTSC-J)_[NXCD3019]
Dragon Slayer (U)
Nexzr (J)
Last Armageddon (JPN)
Ys IV (J) English
Valis IV - The Fantasm Soldier (J)
Zero.Wing
It Came From the Desert
Macross Eien no Love Song [J]
Popful Mail (J)

Works nicely, the only thing that spat out an error was It Came from the Desert, usually when skipping a cut-scene.

CC Error: 05 20 00
SCSI: Bad Command: 15

Still worked as expected though.

Edit:
Hucard

Taito Chase HQ
Some small graphic glitches during first part of the race

Legend of Hero Tomna
Doesn't load, no error. Fails in MESS as well.


P.S. Any chance that snes and genesis will get game genie support?

[Updated on: Sat, 01 January 2011 17:55]


I have never let my schooling interfere with my education.
-- Mark Twain
Re: Mednafen 0.9.16-WIP [message #2001 is a reply to message #1996 ] Sat, 01 January 2011 22:38 Go to previous messageGo to next message
Administrator  [PM]
Legend of Hero Tonma works here, probably a bad/swapped dump in your case?

Regarding Game Genie, are you referring to code support only, or emulating the device including the code entry screen?

[Updated on: Sat, 01 January 2011 22:40]

Re: Mednafen 0.9.16-WIP [message #2002 is a reply to message #2001 ] Sat, 01 January 2011 23:31 Go to previous messageGo to next message
safaribans  [PM]
Cool. In regard to game genie, just the code support.

I confess that I like to find memory cheats as well, but cannot do that either with the snes module. Always gives 0 results.

Thanks.


I have never let my schooling interfere with my education.
-- Mark Twain
Re: Mednafen 0.9.16-WIP [message #2004 is a reply to message #1996 ] Sun, 02 January 2011 15:54 Go to previous messageGo to next message
geoff  [PM]
i know that it's hard to have perfect sound AND video synchronization, but after i got my new monitor, i get this occasional (video) hiccups every 5 second or so...i mean almost every system i tried..
looks as Mednafen synchronizes emulation with audio DMA instead of Video Interrupt, thus i get this frame skipping from time to time...generally much noticeable on scrolling shoot'em up...
i remember some guy on the other forum complaning about jerky movement on Mednafen, so i gave him a tip to disable double-buffering...but now this isn't an option

so, if possible, it would great that there's a global synchronizaion switch option like 'synchronize with Audio (DMA)', 'synchronize with Video (Interrupt)' or even better 'synchronize with monitor's refresh rate' just like MAME dose.....
Re: Mednafen 0.9.16-WIP [message #2011 is a reply to message #2004 ] Thu, 06 January 2011 19:36 Go to previous messageGo to next message
vanfanel  [PM]
I'm "that guy in other forum" complaining about jerky movement.

In a nutshell: if you want PERFECT smooth scroll with Mednafen, you need to define custom video modes matching the systems refresh rates. PCE is NOT exactly 60HZ, not NES or any other systems. Hence the hiccus you're seing (you monitor is not 60HZ either, nor does it match any of the emulated systems refresh rates).

No one told me, and I had to figure it on my own, but now I have PERFECT smooth in every system in Mednafen.

You may need to eliminate the pin13 from your VGA cable so your nvidia video card can´t retrieve the modes suported by the monitor EDID.

Do you need the refresh rates I have?
Re: Mednafen 0.9.16-WIP [message #2013 is a reply to message #2011 ] Fri, 07 January 2011 01:19 Go to previous messageGo to next message
safaribans  [PM]
It would be fantastic to see the refresh rates. Do you use a CRT or LCD?
Also, how do you set the appropriate refresh rate as you need it?

Edit your xorg.conf, xrandr?

Thanks.

EDIT: According to xrandr, my laptop lcd won't allow 60.1hz, but I can do 60.0hz at various resolutions (so it is at least within .1, before NES was on 640x480 which my lcd has a refresh rate of 59.9hz!)

So for NES I choose a resolution of 1280 x 960, and just set the x and y fs scaling to 4 (which is 1024x960, so it fits nicely with pillar boxing since the monitor is widescreen), and disabled vsync and set frame skip to 0.

With that and the NTSC filtering, it is about as close to perfect as I can get. Finally, no tearing in the Turbo Tunnel in Battletoads (my ultimate test for video tearing.) Thanks again! I will try mixing and matching for snes and others next.

[Updated on: Fri, 07 January 2011 17:27]


I have never let my schooling interfere with my education.
-- Mark Twain
Re: Mednafen 0.9.16-WIP [message #2014 is a reply to message #1996 ] Fri, 07 January 2011 07:02 Go to previous messageGo to next message
geoff  [PM]
well...then you are probably using CRT..
i already know that but i can't change my (TFT-LCD) monitor's refresh rate as it's fixed to 60Hz and also my video card isn't nVidia... Sad

anyway, please post those refresh rates you have, i'll try them on my old desktop
Re: Mednafen 0.9.16-WIP [message #2016 is a reply to message #2014 ] Fri, 07 January 2011 12:04 Go to previous messageGo to next message
vanfanel  [PM]
I'm using TFT: in fact, I have two TFTs here (Samsung Syncmaster 711M and Sony SDM-HS73) and they BOTH can do non-60HZ modes. TFTs are NOT 60HZ fixed, and they can sync to more finegrained frequencies.

If you're not on Nvidia, I'm not sure those video modes will work for you, but you should try.
Here ther are, the modelines from my /etc/X11/xorg.conf
I don't mind about windows computers. They don't exist for me.

#SuperFrog MS-DOS
    #Modeline "1280x1018_59.61" 107.56 1280 1360 1496 1712 1018 1019 1022 1054 -HSync +Vsync

    #AMIGA PAL
    Modeline "720x576_50.00" 26.57 720 736 808 896 576 577 580 593 -HSync +Vsync
    #Modeline "1280x720_50.00" 60.47 1280 1328 1456 1632 720 721 724 741 -HSync +Vsync    
    
    #Virtual Boy en Mednafen (Tal cual: Virtual Boy. Si fallo de frame, aumentar centesimas).
    Modeline       "1280x1016_50.27" 89.18 1280 1352 1488 1696 1016 1017 1020 1046 -HSync +Vsync
    
    #Para MAME y otros a 60HZ como KEGA
    #ModeLine      "640x480_60.00" 23.86 640 656 720 800 480 481 484 497 -hsync +vsync
    Modeline       "1280x1024_60.00" 108.88 1280 1360 1496 1712 1024 1025 1028 1060 -HSync +Vsync
    
    #modo de MS-DOS de 70Hz
    Modeline "640x400_70.00" 23.35 640 656 720 800 400 401 404 417 -HSync +Vsync    

    #NES y SNES en Mednafen (por ese orden)
    ModeLine       "1280x1023_60.10" 108.96 1280 1360 1496 1712 1023 1024 1027 1059 -hsync +vsync
    Modeline 	   "1280x1020_60.02" 108.51 1280 1360 1496 1712 1020 1021 1024 1056 -HSync +Vsync
    
    #PCE en Mednafen
    Modeline        "1280x1021_59.83" 108.27 1280 1360 1496 1712 1021 1022 1025 1057 -HSync +Vsync
	
    #Gameboy en Mednafen
    Modeline        "1280x1022_59.73" 108.19 1280 1360 1496 1712 1022 1023 1026 1058 -HSync +Vsync
    
    #Master System en mednafen
    Modeline "1280x1019_59.92" 108.23 1280 1360 1496 1712 1019 1020 1023 1055 -HSync +Vsync
   
    #Mortal Kombat arcade series
    #Recuerda que, para que esta resolucion sea buena, tienes que deshabilitar keepaspect y unevenstretch en el mk.ini (copia del mame.ini) y ajustar sizes en los slider controls.
    #Tambien tienes que poner, en el menu VIDEO del mame, la opcion "view" en "cropped" en lugar de "full".
    Modeline "1280x580_54.71" 52.96 1280 1320 1448 1616 580 581 584 599 -HSync +Vsync


These resolutions are near-standard 1280x1024 because any LCD I've seen will sync to those near-60HZ resolutions IF they have the same X-resolution as the native LCD monitor mode.
They are not exactlu 1280x1024 because this way I can configure different systems with different resolutions (hence they are 1280x1023, and the like).

PD: I'm looking for the EXACT Sega MegaDRive refresh rate. I will come out with this for MEDNAFEN as I want to leave KEGA, but maybe now someone can help me and save me some time testing custom video modes.
Re: Mednafen 0.9.16-WIP [message #2022 is a reply to message #1996 ] Tue, 18 January 2011 19:12 Go to previous messageGo to next message
Rakashazi  [PM]
I'm getting a lockup in Seiya Monogatari with both pce and pce_fast modules and it seems to also be present in the past few WIPs. I've attached save states just before it happens for both. Just walk down to the bottom room and push button I next to the blue orb thing near the barrels, you'll get text window with some voice and it will have a random chance of locking up after each window of text. I've made it as far as the 5th text window but it can lockup on the first as well.

Also, would be great to have a function to write out a game's battery save without having to call CloseGame(). Seems easy enough to split out the code from HuCClose() so hopefully the same can be done with other modules and allow for a general function with similar syntax to MDFNI_SaveState.

Re: Mednafen 0.9.16-WIP [message #2023 is a reply to message #1996 ] Sat, 22 January 2011 01:40 Go to previous messageGo to next message
Administrator  [PM]
Here's a replacement that I hacked up quickly. Could you see if it solves all instances of the problem in Seiya Monogatari, and that it doesn't break any other (a few random) games that use ADPCM? I'm working on adding a new emulation module, and don't really feel like re-devoting attention to extensive PCE CD testing. Wink

  • Attachment: pcecd.cpp
    (Size: 24.02KB, Downloaded 381 time(s))

[Updated on: Sat, 22 January 2011 01:46]

Re: Mednafen 0.9.16-WIP [message #2024 is a reply to message #2023 ] Mon, 24 January 2011 15:26 Go to previous messageGo to next message
Rakashazi  [PM]
Seems to be working well so far. I also went through a couple scenes with ADPCM in Ys 3 and Dragon Slayer without any issues but I'll keep testing. Let me know if there's any particular games you think I should try.
Re: Mednafen 0.9.16-WIP [message #2030 is a reply to message #1996 ] Thu, 27 January 2011 12:09 Go to previous messageGo to next message
vanfanel  [PM]
I've found "Alisia Dragoon (U)(!)" produces strange sound clicks after pressing start in the tittle screen and before Alisia comes in crossing the screen in the intro sequence for each stage.

Also, I'm still unable to determine the refresh rate for the MD emulation. I've found this:

mednafen/md/system.cpp:
MDFNGameInfo->fps = (uint32)((uint64)6144000 * 65536 * 256 / 515 / 198); // 3072000 * 2 * 10000 / 515 / 198;


..but I can't derivate the refresh rate from these numbers.
I also found this in the nesdev forums:

Quote:



TMS9918-family VDPs, such as those of the ColecoVision, MSX, Sega Master System, and Sega Genesis, have 342 dots at a rate of 3/2 Fsc, also producing a scanline period of 228/Fsc. All these have a field rate of 39375000/11/228/262 = 59.9228 Hz, which is pretty close to spec.




...but 59.92HZ video mode still causes video hiccups in mednafen (it IS perfect for sms in mednafen, anyway. No hiccups at all).

So, please, can you help me here?
Re: Mednafen 0.9.16-WIP [message #2037 is a reply to message #2030 ] Tue, 01 February 2011 05:12 Go to previous messageGo to next message
inukaze  [PM]
I cant Compile , under Ubuntu 10.10 Maverick AMD64

Yesterday , i can compile , full normally , under Ubuntu Jaunty Jackalope 9.04 AMD64

Well i install Ubuntu 10.10 Maverick AMD64 For Updates , and others Stuff

But when i try to compile , the "mednafen 0.9.16-WIP" , in the terminal i see this

make[2]: se ingresa al directorio «/home/inukaze/Descargas/mednafen/src/snes»
depbase=`echo interface.o | sed 's|[^/]*$|.deps/&|;s|\.o$||'`;\
g++ -DLOCALEDIR=\"/usr/local/share/locale\" -DHAVE_CONFIG_H -ffast-math -DNOMINMAX -I../../include -I../../intl -I../../src/snes/src/lib -fsigned-char -Wall -Winline -Wshadow -Wempty-body -Wignored-qualifiers -fomit-frame-pointer -finline-limit=6000 --param large-function-growth=800 --param inline-unit-growth=175 --param max-inline-insns-single=10000 -fno-strict-overflow -I -I -O3 -march=native -Wno-shadow -Wno-unused -Wno-sign-compare -Wno-inline -O3 -march=native -MT interface.o -MD -MP -MF $depbase.Tpo -c -o interface.o interface.cpp &&\
mv -f $depbase.Tpo $depbase.Po
In file included from ../../src/snes/src/lib/nall/any.hpp:5,
from ../../src/snes/src/lib/../base.hpp:18,
from interface.cpp:21:
../../src/snes/src/lib/nall/static.hpp:5: warning: identifier ‘static_assert’ will become a keyword in C++0x
In file included from ../../src/snes/src/lib/../interface.hpp:12,
from ../../src/snes/src/lib/../base.hpp:46,
from interface.cpp:21:
../../src/snes/src/lib/../memory/memory.hpp:51: warning: type qualifiers ignored on function return type
In file included from ../../src/snes/src/lib/../interface.hpp:34,
from ../../src/snes/src/lib/../base.hpp:46,
from interface.cpp:21:
../../src/snes/src/lib/../memory/memory-inline.hpp:49: warning: type qualifiers ignored on function return type
../../src/snes/src/lib/../memory/memory-inline.hpp:49: error: prototype for ‘const uint16 SNES::MappedRAM::operator[](unsigned int) const’ does not match any in class ‘SNES::MappedRAM’
../../src/snes/src/lib/../memory/memory.hpp:51: error: candidate is: const uint8 SNES::MappedRAM::operator[](unsigned int) const
make[2]: *** [interface.o] Error 1
make[2]: se sale del directorio «/home/inukaze/Descargas/mednafen/src/snes»
make[1]: *** [all-recursive] Error 1
make[1]: se sale del directorio «/home/inukaze/Descargas/mednafen/src»
make: *** [all-recursive] Error 1


Well , i dont know if the problem if with the

a) gcc-4.4.4
b) libgcc1
c) Snes Source File memory-inline.hpp
d) Snes Source File memory.hpp

Some one can tell me , how i must do , to fix this , to can compile the source code ???

Thanks you for all ,
Re: Mednafen 0.9.16-WIP [message #2044 is a reply to message #2037 ] Sat, 12 February 2011 02:25 Go to previous messageGo to next message
Malducci  [PM]
Macross 2036 - and the end of the first level, it won't load the voice for the voice over in game intermission. Thus is just sits there after the 'guy' says his lines (the girl is supposed to say her lines next). But it just stalls. Screen still scrolls though. Doesn't load the boss segment.

I noticed it in 9.1.6. So I went back and tested 9.1.5. Samething. I think 9.1.1 was awell (I forget). But basically I had to go back to 9.0.0 to get pass that part.
Re: Mednafen 0.9.16-WIP [message #2046 is a reply to message #2044 ] Sun, 13 February 2011 05:46 Go to previous messageGo to next message
Rakashazi  [PM]
Works for me with 0.9.16 + the updated pcecd.cpp posted in this thread. I reached stage 2 with no problems.
Re: Mednafen 0.9.16-WIP [message #2047 is a reply to message #1996 ] Sun, 13 February 2011 08:13 Go to previous messageGo to next message
Administrator  [PM]
Speaking of which, there's an A/V sync problem with Sherlock Holmes.

Change around line 937 of src/cdrom/pcecd.cpp from

   if(ADPCM.Playing && !ADPCM.EndReachedIRQ && !(ADPCM.LastCmd & 0x10))
    ADPCM.LengthCount++;


to:

   if(ADPCM.Playing && !ADPCM.EndReachedIRQ && !(ADPCM.LastCmd & 0x10) && ADPCM.LengthCount < 0xFFFF)
    ADPCM.LengthCount++;


and see if that fixes it(this change really shouldn't break anything, but it wouldn't hurt to make sure).

[Updated on: Sun, 13 February 2011 08:14]

Re: Mednafen 0.9.16-WIP [message #2048 is a reply to message #2047 ] Sun, 13 February 2011 14:08 Go to previous messageGo to next message
Malducci  [PM]
I redumped the game directly from my original copy to make sure, same problem as I stated above (and with 9.16 and 9.15).

I no longer have the original/same DVDR drive I had when I originally ripped it. TurboRip says it can't read the subchannel data from this drive, so it can't verify the TOC from the disc to the time stamp of the audio tracks when ripping. Though this shouldn't effect the ADPCM LBA offset, since it's relative to the Index 01 and what the system card grabs as the base LBA offset to add to any CD data request.

Maybe there's different revisions of the game? I know the game is also bi-compatible (sooo kinky) for CD and SCD, but I don't think that would effect anything in mednafen.

Rakashazi: But just to be on the safe side, can you post your CUE sheet so I can compare it with mine?

[Updated on: Sun, 13 February 2011 14:09]

Re: Mednafen 0.9.16-WIP [message #2050 is a reply to message #2048 ] Sun, 13 February 2011 17:01 Go to previous messageGo to next message
Rakashazi  [PM]
Here's my cue sheet, also my MD5 sums for the data tracks are:
Track 02 fac61679cf0ce7e4a662987fc006a5da
Track 17 43aeca14c7b41b63868d901da11bdf38

Re: Mednafen 0.9.16-WIP [message #2057 is a reply to message #2047 ] Tue, 15 February 2011 16:59 Go to previous messageGo to next message
Rakashazi  [PM]
Thanks, the audio is syncing properly with the video now. I'm assuming you meant ADPCM.EndReached since my version doesn't have EndReachedIRQ. Nothing's broken so far in the games I've tested.

Also, here's a small optimization to VDC_RunFrame(). Seems it's calling MDFN_GetSettingUI to get slstart and slend each frame. I moved the two calls to VDC_Init() and stored the values for use in RunFrame to avoid the string lookups each time.
Re: Mednafen 0.9.16-WIP [message #2070 is a reply to message #1996 ] Sun, 27 February 2011 02:04 Go to previous messageGo to next message
Marq  [PM]
Compiled it for PPC Linux without hiccups. So far I only tested Megadrive emulation, which seems to work great - the best MD emulation on PPC Linux, thanks! SMD support would be a nice addition in the future, since many roms come in that format.

edit: Well, here's my take on it attached (mednafen/src/md/cart/cart.cpp)

  • Attachment: cart.cpp
    (Size: 11.96KB, Downloaded 351 time(s))

[Updated on: Sun, 27 February 2011 12:34]

Re: Mednafen 0.9.16-WIP [message #2204 is a reply to message #1996 ] Sun, 14 August 2011 07:50 Go to previous messageGo to next message
inukaze  [PM]
Hi there , im under Ubuntu Maverick 10.10 32 Bits , just a few Sometimes i have Audio , i dont know why , but the rest , i dont have Audio during the Gameplay.

The error is :
"
Initializing sound...
Using "ALSA" audio driver with SexyAL's default device selection.ALSA Error: snd_pcm_open(&alsa_pcm, id ? id : "hw:0", SND_PCM_STREAM_PLAYBACK, 0) Dispositivo o recurso ocupado
Error opening a sound device."

Someone can explainme a fix for this ???

-OR-

Someone can tell me , how i can use another audio_driver , like "SDL" or "PulseAudio" ???

Thank you for readme Smile

Well i must use "SDL" , with "-sounddriver sdl" , but i got another problem i cant start "Akumajō Dracula X: Rondo of Blood" , using the ".cue" file , i got the follow :

Loading /media/stryder/Juegos/ROMS/PC-Engine/DraculaX.cue...

Referenced path ".CvRoB/01.ogg" is potentially unsafe. See "filesys.untrusted_fip_check" setting.
Error opening CD.

Where i can edit that settings to allow "unsafes OGG Music Tracks" ???

[Updated on: Sun, 14 August 2011 08:35]

Re: Mednafen 0.9.16-WIP [message #2229 is a reply to message #1996 ] Sat, 03 September 2011 05:23 Go to previous messageGo to next message
Knuckles  [PM]
Hi, i'm trying to install this version on Xubuntu 11.04, but i can't configure the package.

This is what happens with the ./configure command:

...
checking OpenGL/gl.h usability... no
checking OpenGL/gl.h presence... no
checking for OpenGL/gl.h... no
checking for X... no
checking GL/gl.h usability... no
checking GL/gl.h presence... no
checking for GL/gl.h... no
configure: error: *** OpenGL header file not found!


There are some particular Open GL dependencies that i don't have?

Thanks Smile
Re: Mednafen 0.9.16-WIP [message #2230 is a reply to message #2229 ] Sat, 03 September 2011 08:24 Go to previous message
haikai  [PM]
Knuckles wrote on Sat, 03 September 2011 06:23

There are some particular Open GL dependencies that i don't have?

Thanks :)


Looks that way. I'd start with installing mesa-devel and libgl-devel and see if that solves it.
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